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ersa321
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DC Super Mutants won't use FO3 weapons

My system specs are:

  • processer Intel (R) Core(TM) i7-4710HQ CPU @2.50GHZ
  • OS is windows 8.1

Fallout GoTY and FONV UE are steam versions.

I used FOMM 0.14.11.12 to install TTW and most other mods with NMM.

The symptom is that for some reason Super Mutants in the Capitol Wasteland will not use weapons from Fallout 3 that weren't re-used for Fallout New Vegas (mainly the Assault Rifle and Chinese Assault Rifle), which leads most Super Mutants to charging in for unarmed combat or running away.

They do have the Assault Rifle and Chinese Assault Rifles in their inventories when they die, but will not use them.

I don't have the Super Muntant re-balancer from the TTW optional files active if anyone asks.

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TTW Version Compatibility: 

v2.8

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Puppettron
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load order?

load order?

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ersa321
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Sorry forgot about that, here

Sorry forgot about that, here it is

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Puppettron
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k, is there ammo with the

k, is there ammo with the weapons when you loot them?

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I'm not seeing a merge patch,

I'm not seeing a merge patch, you should have a merge patch.

 

ersa321
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What is a merge patch.

What is a merge patch.

Alo off topic I've encountered two other bugs with TTW (both involve the Reilly's Rangers quest) should post them in this topic or start a new one

Puppettron
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it's a patch that takes care

it's a patch that takes care of all conflicts in your game, you can generate one with xEdit.

search the forums, see if they've been posted already

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ersa321
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what files should I merge in

what files should I merge in my load order, so I don't mess something up by merging the wrong files.

RoyBatty
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You make a merge patch with

You make a merge patch with your entire load order. It's a function of xEdit similar to a Bash patch.

Puppettron
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it's in the left pane

it's in the left pane rightclick menu > other > build merged patch

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ersa321
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One reason the Super Mutant

One reason the Super Mutant don't use those weapons and it's a long shot, is that their unarmed attack does more damage then the guns do (both the Assault Rifle and Chinese Assault Rifle in the Super Mutants inventories is just a slither away from being broken).

They do have bullets

Edit: Brick doesn't seem able to use Eugene either, she'll have it equipped but will revert to using her fists in combat (even if given ammo)  

Edit 2: I think there might be some scripting errors involving some FO3 weapons and some npc's which stops them from using certain FO3 weapons. Do I have any mod that could cause this?

  Clover won't use Lincoln's Repeater, she'll equip it if it's given to her but won't use it.   Raiders and Talon Company don't seem to be affected by this

 

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In the future, please edit

In the future, please edit your own posts instead of responding to yourself.

ersa321
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Sorry about that.

Sorry about that.

The weapons that super mutants can use are pretty much the same as their Mojave Wasteland counterparts (Assault Carbine, Incinerator Light Machinegun, Missile Launcher, Hunting Rifle,Nail Board, Sledgehammer and Rebar Club), though haven't seen one use a Minigun or a Super Sledge yet.

 

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it's gotta be a mod conflict

it's gotta be a mod conflict of some sort, but i got no idea what's the root cause would be.  

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ersa321
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The only two weapon mod that

The only two weapon mod that alter weapons is WMX and the Vending machines of the wastes.

There is also the possibility that the weapons that npc's won't use weren't modable in FO3, though the only way to test this is to reverse pick pocket a super mutant and give him an unaltered weapon from FO3 (Alloy Steel Assault Rifle)

edit: they won't use the Alloy Steel Assault Rifle either, a weapon that wasn't altered by TTW

edit: Xedit won't really work for me (other then the Skyrim and FONV edits), the zip openers I have won't open the zipped file to make a merged patch

 

edit2: do enemies have a list of what weapons they can and can't use somewhere in the Geck (I have no idea what to look for)? Because the FO3 weapons that weren't in ported to New Vegas aren't usable in FONV (some reduced to display items at Mick & Ralph's) and were the npc's updated to acknowledge that the FO3 weapons are now usable.  (or is this happening to just me).

 

another edit: checked a DC Super Mutant on the Geck and under the inventory tab, double clicking on the listed weapon with the green box with question mark next to it didn't open a sub menu (like it did with some of the other super mutants I looked).

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Use 7zip, it's free

Use 7zip, it's free

you have to make a merge patch, or stuff WILL be broken.

 

ersa321
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what should I do after the

what should I do after the merged patch to check for errors, so I don't screw everything up(I used merged patch on the FalloutNV ESM).

Also will I be able to still use console commands that require the first digits to be from the mods load order number.

Did a filter and this comes up for about 20 of the DC SuperMutants (though the ones that flagged as having missile lanuchers and miniguns actually use them)

<Warning: Unused data in:  \ [0A] Fallout3.esm \ [29] GRUP Top "CREA" \ [181] CrSuperMutant2MinigunADC "Super Mutant Brute" [CREA:0A092C4F] \ [7] NIFZ - Model List>

edit: It's pretty much only the Brutes and slandered Super Mutant that suffer from this (Master and Overlords mainly use Assault Carbine, Light Machine Guns and Incinerators).

edit2: might be a dumb question what do you do with the TTW patches that's in the resources folder when you download TTW, there's no mention of it on the Alpha Download page.

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You don't do anything with

You don't do anything with the files in the resources folder. That is for the installer. 

 

If you're having SMs not using weapons, it's a LL issue, and a merge patch should fix it, but as Puppettron said you have to make one for the entire load order, not just FNV.esm.

 

Console commands will be unaffected.

 

You don't do anything after making a merged patch. An experienced mod user would go through the patch and make sure everything is done correctly, but you don't seem to have much experience so take FNVEdit's merge patch and consider it good.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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in particular, check to make

in particular, check to make sure the formlist SuperMutantWeapons (0003a15e) isn't being slimmed down below TTW's entry for it.

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After completely uninstalling

After completely uninstalling and reinstalling the game with only one mod from LL (for some reason body replacers won't work without it). Plus a merged patch the Super Muntants are now using the FO3 assault rifle.

I also reinstalled WMX using RoyBatty's instruction (something I didn't do the first time) and am no longer using TTW quest overhaul (An LL mod that alters the Super Mutant so you can finish some some quests linked to them with a peaceful solution)

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Puppettron
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should bring it the attention

should bring it the attention of the authors over at LL then, if that's where the problem is.

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ersa321
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Actually it might be the fact

Actually it might be the fact I didn't install WMX for TTW properly. I think this because WMX adds a non GRA Battle Rifle to the game and to the Super Mutant weapon list, who are unable to use it (the ones that do spawn with one in their inventory will charge in for unarmed combat like before)

Nor RoyBatty's TTW WMX esp or merged patch have fixed this.

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I'll take a look at that, are

I'll take a look at that, are you sure they just didn't run out of ammo for it?

 

ersa321
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they do spawn with ammo when

they do spawn with ammo when they spawn with the non GRA Battle Rifle, but the Super Mutants inventories appear to be somewhat broken when they spawn with that weapon (they will not use the weapons they spawn with or use a weapon placed in their inventories by reverse pickpocketing them and will only use weapons dropped by the dead that don't suffer from the same issue)

edit: The chances of a Super Mutant spawning with the non GRA Battle Rifle are rare, so it'll be one or two Super Mutants in an area that charge you for unarmed combat.

edit:2 Clover will now use Lincoln's Repeater and have yet to encounter Brick on this playthrough.

edit: why is it only Super Mutants that have this issue with weapons added or altered by mods, I know Fawkes has a limited list of weapons he can use and do other Super Mutants have an invisible list of weapons they can or cannot use.

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ersa321 wrote:

ersa321 wrote:

edit: why is it only Super Mutants that have this issue with weapons added or altered by mods, I know Fawkes has a limited list of weapons he can use and do other Super Mutants have an invisible list of weapons they can or cannot use.

Animations. SM have limited weapon animations so they can only use weapons with those same animations.

ersa321
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WMX adds a Battle Rifle to

WMX adds a Battle Rifle to the leveled lists and replaces some of the Hunting Rifle spawns, this includes Super Mutants who can't use them.

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Thx, works fine for me, have

Thx, works fine for me, have same problem.

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Wow! A trifecta!

Wow! A trifecta!

Right click > Save Link As...